Prophecy featured 143 cards (55 commons, 44 uncommons and 44 rares); its expansion symbol is a cluster of three crystals (referencing the fragile rhystic magic of the set). [2] Although Prophecy was the third expansion, and second small expansion, in the Masques block; its themes and mechanics were not a natural progression from those established in Mercadian Masques and Nemesis, leading to Magic Head Designer Mark Rosewater to state that, in his opinion, Prophecy felt disjointed from the rest of its block and that it is the second-worst designed set in Magic history, comparable to Homelands. [3]

No novel creature types were introduced in this expansion. The creature types Ghost and Ship were used in this expansion at the time of printing but were later changed to Spirit and Human, respectively.

Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. Copper-Leaf Angel and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.

Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale.

Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability.

Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land.

Mercenary Informer and Rebel Informer are both rare Human Mercenary Rebels/Human Rebel Mercenaries with a mana cost of M, a power/toughness combination summing to 3, a static ability preventing its being targeted by spells or abilities from sources of the other's color, and an activated ability costing or , respectively, to put a targeted nontoken Merecenary or Rebel on the bottom of its owner's library.

Soul Charmer and Death Charmer are both common 2/2 Rebel and Mercenary creatures, respectively, each with a ability that triggers upon its dealing combat damage to a creature and has an effect unless that creature's controller pays .

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